godot/editor/plugins/animation_state_machine_editor.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

191 lines
5.9 KiB
C++

/*************************************************************************/
/* animation_state_machine_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ANIMATION_STATE_MACHINE_EDITOR_H
#define ANIMATION_STATE_MACHINE_EDITOR_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/plugins/animation_tree_editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/animation/animation_node_state_machine.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);
Ref<AnimationNodeStateMachine> state_machine;
Button *tool_select;
Button *tool_create;
Button *tool_connect;
Popup *name_edit_popup;
LineEdit *name_edit;
HBoxContainer *tool_erase_hb;
Button *tool_erase;
Button *tool_autoplay;
Button *tool_end;
OptionButton *transition_mode;
OptionButton *play_mode;
PanelContainer *panel;
StringName selected_node;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Control *state_machine_draw;
Control *state_machine_play_pos;
PanelContainer *error_panel;
Label *error_label;
bool updating;
UndoRedo *undo_redo;
static AnimationNodeStateMachineEditor *singleton;
void _state_machine_gui_input(const Ref<InputEvent> &p_event);
void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance);
void _state_machine_draw();
void _state_machine_pos_draw();
void _update_graph();
PopupMenu *menu;
PopupMenu *animations_menu;
Vector<String> animations_to_add;
Vector2 add_node_pos;
bool dragging_selected_attempt;
bool dragging_selected;
Vector2 drag_from;
Vector2 drag_ofs;
StringName snap_x;
StringName snap_y;
bool connecting;
StringName connecting_from;
Vector2 connecting_to;
StringName connecting_to_node;
void _add_menu_type(int p_index);
void _add_animation_type(int p_index);
void _removed_from_graph();
struct NodeRect {
StringName node_name;
Rect2 node;
Rect2 play;
Rect2 name;
Rect2 edit;
};
Vector<NodeRect> node_rects;
struct TransitionLine {
StringName from_node;
StringName to_node;
Vector2 from;
Vector2 to;
AnimationNodeStateMachineTransition::SwitchMode mode;
StringName advance_condition_name;
bool advance_condition_state = false;
bool disabled = false;
bool auto_advance = false;
float width = 0;
};
Vector<TransitionLine> transition_lines;
StringName selected_transition_from;
StringName selected_transition_to;
bool over_text;
StringName over_node;
int over_node_what;
String prev_name;
void _name_edited(const String &p_text);
void _name_edited_focus_out();
void _open_editor(const String &p_name);
void _scroll_changed(double);
void _clip_src_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
void _clip_dst_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
void _erase_selected();
void _update_mode();
void _autoplay_selected();
void _end_selected();
bool last_active;
StringName last_blend_from_node;
StringName last_current_node;
Vector<StringName> last_travel_path;
float last_play_pos;
float play_pos;
float current_length;
float error_time;
String error_text;
EditorFileDialog *open_file;
Ref<AnimationNode> file_loaded;
void _file_opened(const String &p_file);
enum {
MENU_LOAD_FILE = 1000,
MENU_PASTE = 1001,
MENU_LOAD_FILE_CONFIRM = 1002
};
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static AnimationNodeStateMachineEditor *get_singleton() { return singleton; }
virtual bool can_edit(const Ref<AnimationNode> &p_node) override;
virtual void edit(const Ref<AnimationNode> &p_node) override;
AnimationNodeStateMachineEditor();
};
#endif // ANIMATION_STATE_MACHINE_EDITOR_H